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[E6] Setting Brainstorm
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<blockquote data-quote="d20Dwarf" data-source="post: 3639899" data-attributes="member: 314"><p><strong>Society and Adventuring</strong></p><p></p><p><strong>Preface</strong></p><p></p><p>D&D is a bit wonky in its assumptions regarding society, adventuring, and class levels in my opinion. You've got PC classes which all get really kickass abilities, but are generally only gained by people that go into dark dungeons to fight dangerous foes, risking life, limb, and soul for instant wealth and powers. Of course, the wealth comes a lot faster than the powers, since a PC has treasure enough to live several lifetimes before he's even halfway up the advancement chart.</p><p></p><p>Then there are NPCs who have crappier class levels for gaining the same amount of XP, but generally for doing mundane things we are led to believe. For instance, how does one become a 10th-level Expert? This is never really explained.</p><p></p><p><strong>Applied to E6</strong></p><p></p><p>In a fantasy world without superheroes, would more or less people try to advance in the arcane arts? On one hand, the "cap" on extraordinary abilities might encourage more people to train in them to a certain degree, but that's assuming a socio-economic system capable of supporting it. Sorta like the prevalence of college degrees in the civilized world. A medieval agrarian, proto-urban socio-economic system would probably still have limitations on who had time and money to get the necessary training.</p><p></p><p></p><p>On the other hand, the effective upper limit on heroic abilities is going to leave people with a lot more time on their hands to do things other than adventure. So, does that leave us with career adventurers, or would those be rare things like the rangers from Lord of the Rings? I think an E6 setting wouldn't have crazy dungeons and professional adveturers like the D&D settings do, it wouldn't be filled with ancient ruins and underdark spaghetti. It's conflicts would be more down-to-earth: political, protection of the homeland, and the occasional supernatural menace.</p></blockquote><p></p>
[QUOTE="d20Dwarf, post: 3639899, member: 314"] [b]Society and Adventuring[/b] [B]Preface[/B] D&D is a bit wonky in its assumptions regarding society, adventuring, and class levels in my opinion. You've got PC classes which all get really kickass abilities, but are generally only gained by people that go into dark dungeons to fight dangerous foes, risking life, limb, and soul for instant wealth and powers. Of course, the wealth comes a lot faster than the powers, since a PC has treasure enough to live several lifetimes before he's even halfway up the advancement chart. Then there are NPCs who have crappier class levels for gaining the same amount of XP, but generally for doing mundane things we are led to believe. For instance, how does one become a 10th-level Expert? This is never really explained. [B]Applied to E6[/B] In a fantasy world without superheroes, would more or less people try to advance in the arcane arts? On one hand, the "cap" on extraordinary abilities might encourage more people to train in them to a certain degree, but that's assuming a socio-economic system capable of supporting it. Sorta like the prevalence of college degrees in the civilized world. A medieval agrarian, proto-urban socio-economic system would probably still have limitations on who had time and money to get the necessary training. On the other hand, the effective upper limit on heroic abilities is going to leave people with a lot more time on their hands to do things other than adventure. So, does that leave us with career adventurers, or would those be rare things like the rangers from Lord of the Rings? I think an E6 setting wouldn't have crazy dungeons and professional adveturers like the D&D settings do, it wouldn't be filled with ancient ruins and underdark spaghetti. It's conflicts would be more down-to-earth: political, protection of the homeland, and the occasional supernatural menace. [/QUOTE]
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